There have been a lot of gripes and whining this round about solos being too powerful, alliance number decreasing and stuff like that. We already have a thread about nerfing the solos. This one is about what could make alliance play more enjoyable, easier, and maybe a little safer.
#1 - Alliance armies
The alliance armies are hard to get, they cost a shitload of money. I've heard they were used back in the old days, around r09 or something. The use of alliance armies have returned this round (because of the smaller allliance size). The return is a good thing, imo, because they give the alliance the option of having some common troops to fight off random inc, solos, rushes, and such. They also give us the use of HQ as a place of safety, so it's possible to run the troops off for a while without hitting sleep.
#2 - Officers
There are few players active more than 8 hours a day. This includes the officers of the alliances. The leader has extensive powers including inviting and kicking members. This should, imo, stay with one player. The MO and CO are the combat leaders, and need to be online when things happen. To rephrase that, the online players need to be MO and CO. This is especially important with alliance armies reappearing. This doesn't work when the leader picks his officers.
Imagine an American leader. He logs off when his 8 hour shift is done, and gives MO to an Aussie or a Korean or something. Then, when the Aussi logs off, he can't pass MO on to an Euro because he needs the leader to do that. Might be lucky and have the leader check in before work or something, but most likely not. Then the alliance is without an effective MO for 8 hours, until the leader is back on.
#3 - Contactability and availability
People who say they choose solo over allied do this because they don't want their alliance bugging them when they're at work, sleeping, or with friends. Letting the others know when they are not to bug you would be good... Yes, most allies have a PWYLO thread in pols, but checking it takes time and effort.
These were just a few suggestions, hope some of you agree with them.
#1 - Alliance armies
The alliance armies are hard to get, they cost a shitload of money. I've heard they were used back in the old days, around r09 or something. The use of alliance armies have returned this round (because of the smaller allliance size). The return is a good thing, imo, because they give the alliance the option of having some common troops to fight off random inc, solos, rushes, and such. They also give us the use of HQ as a place of safety, so it's possible to run the troops off for a while without hitting sleep.
- We need a way for the one online player at nightwatch or whenever to get control of the alliance army. More about this later.
- The maximum number of alliance troops should depend on the total alliance value. That way, alliance armies can grow with the alliance. My suggestion is that the combat value of the alliance troops should equal 2-3 alliance members. If the alliance drops in value, the army remains until killed, but cannot be expanded until the alliance members get back to their former size.
- Use of alliance armies will make it a lot easier to identify alliances, and fighting at HQs will make alliance wars more common. These are my predictions, I've never been in a war involving a HQ, but it might be a good twist.
#2 - Officers
There are few players active more than 8 hours a day. This includes the officers of the alliances. The leader has extensive powers including inviting and kicking members. This should, imo, stay with one player. The MO and CO are the combat leaders, and need to be online when things happen. To rephrase that, the online players need to be MO and CO. This is especially important with alliance armies reappearing. This doesn't work when the leader picks his officers.
Imagine an American leader. He logs off when his 8 hour shift is done, and gives MO to an Aussie or a Korean or something. Then, when the Aussi logs off, he can't pass MO on to an Euro because he needs the leader to do that. Might be lucky and have the leader check in before work or something, but most likely not. Then the alliance is without an effective MO for 8 hours, until the leader is back on.
- The leader should be able to have a group of players in his alliance marked as lieutenants or something. Six or so out of 15-25 alliance members would be a good number.
- When an officer logs off, the duty should be passed on automagically to an online lieutenant. This should ensure that there are always a player online to command the alliance army. Ofc, if one lieutenant don't want the duty, he can just hit logout to pass it on to another (if available). If no lieutenants are available, the first to log in gets the duty.
#3 - Contactability and availability
People who say they choose solo over allied do this because they don't want their alliance bugging them when they're at work, sleeping, or with friends. Letting the others know when they are not to bug you would be good... Yes, most allies have a PWYLO thread in pols, but checking it takes time and effort.
- The game could allow this a bit more by letting people set their "status". The concept of status should be known to all facebook users: "PI is sleeping, Do Not Distrurb", "PI is doing the dishes, please distract". Status should of course only be visible to alliance members, either as a "player note" added to the hover box with ranking stats, or in the alliance overview, with the online status.
- The manual or wiki should include instructions for setting an IRC highlight, using IRC and advanced IRC functions is not common knowledge anymore.
These were just a few suggestions, hope some of you agree with them.